This probably has been suggested in the past but my search string for 'quest inventory' didn't yield anything. If this is a duplicate thread please merge.
Primary Suggestion
A separate 10-20 slot inventory for quest items that is available to all players at level 1. It could be accessed through a button on your inventory (like toggling between vanity/armor views), could be a few "locked" lines at the bottom of the inventory, or a separate tab on the inventory window.
Rules
- All items picked up from a quest automatically get placed in quest inventory.
- Items cannot be manually placed in or removed from quest inventory (but can be deleted)
- All quest items take up 1 slot. Eg. the daily sv/gc that tells your to collect 3 slot swords would take up 1 slot instead.
- Only quest-specific items that have no other purpose in game get placed (not daily quests, not equippable quest items like crimson macabre shit)
- All items in quest inventory are bound/ non-tradeable
- Quest items are stackable past their quest limit (eg. if you need 25 of the item, you can still collect 999 - see Tertiary suggestion)
- Maximum 20 slots (2 rows) so people can have multiple active quests, but not infinite amount of incomplete quests
Secondary Suggestions
Starting quests at step 2-3. Some quests involve you talk to person X, and then going to kill mob Y. This suggestion is that as soon as you start killing mob Y you automatically accept the quest at step 2. This way if you are exploring and grinding in an area, you still get the quest item that drops, or you fulfull the requirement of "killing 20 mobs". Later on when you happen to pass by the npc, you can turn it in.
Restriction*: The npc will only let you turn the quest in if you are at quest level or higher. This way you can't party with a level 45, get level 45 quest items and turn it in and go from level 3 --> 20 in one shot. When you mouseover the quest item, it tells you the name of the quest it's for, as well as the level of the quest. This way if you are level 40 and get level 10 quest items, you'll be confident deleting them
Tertiary Suggestion
Repeatable Quests. There are many quests that involve thinning the number of some bad creature that is causing some guy problem. You kill 20, turn in the quest and are done. My suggestion is that once you finish the quest once, you can do it again for less rewards.
Eg. First time you kill 20 --> reward: get some gear item + 1000 exp + 50 silver (or whatever)
Realize you want to work on skinning so you kill 200 more later --> reward: 1000 exp, 50 silver (no gear item)
Eg. Collect 12 eggs from dead krokasaurs, get 1000 exp + 50 silver
Turn in 12 eggs and collect another 960 (12x80), get (100 exp + 5 silver) x80
Quaternary Suggestion
level 1 quest gatherables and craftables (not dailies). Rather than requiring lith logs and tuna, perhaps the quests like "up to no good" can ask for level 1 quest-logs or quest-fish so that people don't need to get level 16 woodcutting which has little purpose outside of weaponsmithing a handful of items. These items would be non-consumable and go into the quest inventory.